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xlolxlolx

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Everything posted by xlolxlolx

  1. you dont have to do sweep>cse oki, theres 3hs, 6hs, acse(crossup),....whatever you want really, you can also go for damage in +r and just do slide after sweep and do 3hs oki or pikachu for dmg, and no reason to do cse oki on faust since you can do air combo from sweep if youre close enough, star oki is pretty cool now cause it has less recovery so you can do trickier stuff like whiff j.hs>5k
  2. the squirrel drill better be a move
  3. wow really? new darkstalkers wii-u exclusive.....fuck nintendo
  4. cecil can get slightly more dmg and alot more meter from corner to corner by doing 5aaa rejump loops xn then ending with 2a>c.b>6a>6d>66d>2c>5c>(j.b>)j.214a stuff like throw>walk 2a>5c>j.d>air dash>j.c>walk 5aaa>j.d>air dash>j.c>walk 5aaa>j.d>air dash>j.c>walk 2a>c.b>6a>6d>66d>2c>5c>j.214a works fullscreen dont think fatals mid combo do much for cecil except for like fc 66d>5c>6c in the corner, stuff into 66a>walk back 236d>stuff is probably more efficient for meter use
  5. looks like a modified fuuraiken to me since it has the same pommel and almost identical length
  6. his combos are pretty standard air dasher type stuff its always something on ground into a launcher then relaunches/juggles into a combo ender of some sort yeah ive been trying to figure out why it does that and how it could apply to other moves for more damaging combos
  7. lol i was thinking the same thing, it would be kinda strange to suddenly cancel the cutscene and have the game revert back to normal after half a second
  8. definitely looks slow as hell in this reveal pv, hope it doesn't turn out that way
  9. Pretty standard mindgames, against players as good as matoi they don't work too well because of how fucking slow the move is also how easy it is to avoid it
  10. 6hs>hs michael>6hs>j.s>j.d>dj.s(1)>hs michael>j.h is the standard high dmg combo
  11. http://youtu.be/xZZDM975n_Q
  12. cecil meterless midscreen combos = starter>(homing high jump>j.b>j.d>air dash>j.b>j.c>(walk 5a/2a>)5c)xn then end with 2d, 214aaa, or reset attempt with throw, crossup, 6c, etc
  13. you can also stance cancel stuff and follow up like stuff>6d>stance cancel>2b>5c>6c>6d etc
  14. lol cecil ch 6c>6c>6d>66a>236236a>2c>5c>66c>c.b>j.b>j.c>j.d>delay 214aaa>236236b does 8.2k
  15. cecil's a monster, 6c>(walk)6d>236b~a>walk 2c>(walk)5c>66c>c.b>6a>j.b>j.c>j.d>air dash>j.a>j.b>j.d>delay 214aaa does 4.8k meterless lol
  16. hmmm cecil is pretty interesting 6c>6d(4)>214a>c.b>f.b>5c>66c>5a>2c>6a>j.b>j.c>214aaa does about 4.1k and you can super people knocked down lol
  17. the dmg and knockdown are well worth spending 25 meter for imo, having 50 meter to rc for mixup nets a potential combo but it's not guaranteed that you'll get it, while it is certain that you can gain increased dmg and get knockdown for half the meter
  18. its like right before the thunder appears and you can hit it off midscreen rising javelin as long as it didnt hit them too low and not too high up if they hit the wall, so like reversal hs vt>rj>strike isnt gonna work
  19. feels fine to me, i dont have any trouble with ky's frcs on vita +r
  20. yeah i couldnt get slash fireball>6hs to work after wallstick, it was like one of the first thing i tried out, it said i was 10 frames off and i dont think its possible to dash c.s or 2hs from that far away i got air hit 6hs>j.d>j.s to work on pot in the corner after a rj wallstick but i didnt get anything else, you can do j.d>j.s>j.hs and get it all to hit if youre fast enough, ground hit 6hs>j.d>j.s>j.hs works up to slip recovery lvl 2, i couldnt get 5p or c.s to hit after, but hs fireball can hit if you buffer the input during j.hs, seems like theres some weird animation lock thing oh and i only got like 296 on chipp from c.s>5hs>sweep>hs se frc>6hs>dash 6p>c.s>2hs>hs vt>rj>6hs>2s>2hs>j.s>hs vt>lj the guard bar was empty by the time lj hit
  21. Yeah j.d recovery is fast enough for j.hs to hit while falling now Corner loop feels pretty distance and height specific, like throw frc>dash c.s>2hs>hs vt>delay rj>dash 6hs>(dash/delay)2hs>hs vt>delay rj>6hs>6k the delays for rj depend on how far you've been pushed back and its easy to drop at the dash 2hs if hit 6hs even slightly lower than you should have, doing 6hs>dash 6p>c.s>2hs>hs vt>lj is much more reliable, not sure how many loops is possible but after the first rj the 2nd rj has much less untech time
  22. c.s>5hs>sweep>hs se frc>6hs>iad j.hs>c.s>(ji)2hs>sj.s>dj.s>j.hs>hs vt did like 295 on chipp i think, you can do corner loop from it if you iad j.hs>hs vt and delay the rj or do like 6hs>dash 6p>2hs>hs vt>delay rj I don't know about slide>strike frc but ex lightsaber>strike frc>c.s barely connects so 6hs is most likely impossible unless you do those weird midair strikes
  23. congrats mike, could you ask pachi if they're updating the netcode?
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